Hello!
My first species writeup for CODA is based on one of those LUG species: the Betelgeusians.
BETELGEUSIANS
For the writeup on this species read Last Unicorn Game's "Star Trek: The Next Generation Players Guide", pp 44-47.
Favored Professions:
They depend of their j'tonka choice:
Altaans: Soldiers, Starship Officers (Command, Security)
Dobanians: Merchants, Starship Officers, some Diplomats (bureaucrats)
F'terites: Scientists (Inventors), Starship Officers (Engineering, Operations)
Lahilites: Mystics, Diplomats, Starship Officers (Medical, Counseling)
Osters: Rogues (as Artists, and other 'benevolous' options), some Mystics
Slichezeans: Scientists, Starship Officers (Sciences)
Cordbanites: Generally rogues, after their naccord basic education.
Species Adjustments:
+1 Agility. Thanks to their light bone structure, they are more flexible than most species.
Species Abilities:
J'tonka: The Betelgeusian Path of Emulation. The player must choose to which of the six acceptable heroes she will emulate (if she chooses Cordban, which of the acceptable heroes she pretends to follow). The skills coming from the chosen hero will turn into a professional skill for advancement purposes.
Altaans: +1 Strength, Unarmed Combat: Altaan'jnar (Altaan Martial Arts) +1
Dobanians: +1 Vitality, Athletics +1
F'terites: +1 Perception, Structural Engineering +1
Lahilites: +1 Vitality, First Aid +1
Osters: +1 Presence, Sleight of Hand or Influence +1
Slichezeans: +1 Intellect, Any Science +1
Bonus Edge: Alert; they're always expecting the possibility of one of Cordban's minions appearing to danger the ballance between good and evil.
Resistant: Their skeleton structure lets them stand more physical damage, thus confering them +1 Health.
Eternal Vigilance: As they are alert to the appearance of the servants of Cordban, many non-Betelgeusians mistakenly identify this as collective paranoia in their society. The Narrator rolls 1d6 in secret at the beginning of the session. If the die comes up a 1, the player must roll an Observe test with a TN of 10. If it turns up a success, the character identifies one of Cordban's minions correctly. In case of failure, the character innerly accuses an inoccent person of being a follower of the forces of evil. In any of these cases, the player must chase the person and unveil her. Failing to do so will mean -1 Renown.
Optional rule: In case of scoring two extraordinary successes during the chase of a true Cordban follower, the player receives +1 Renown at the end of the adventure.
Some material taken from Star Trek: The Next Generation Players Guide, by Last Unicorn Games. Copied without permission.
Erm, someone, please, help me adding points for this template, 'cause I don't have the NG for that. Danke.